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Mystic Theurge PrC - They've got to be kidding!
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<blockquote data-quote="Strutinan" data-source="post: 829354" data-attributes="member: 9267"><p>"Playtesting" is a critical appraisal of a rules set, or addendum to the existing rules, gianed through use of the item in question.</p><p></p><p>Having somebody "playtest" the item who is NOT judgemental of it leads to exactly...squat. Any flaws that come up will be ignored, simply due to human nature. You NEED somebody who doesn't like the item in order to recieve a CRITICAL assessment of it!</p><p></p><p>The biggest problem with the MT is that it is hard to NOT overpower the putz. In the playtests I was in after it came out, we acid-bathed the damn thing. Two DMS, four players, each DM was "player 5" in the other DM's adventures, and ran an MT. Three adventures per preset level, all made efore the MT was released (so there could be no accusations of anti/pro-MT elements). Adventures where diablo-box-style, at preset levels of 6, 8, and 15 (each progressively higher level character built off the weaker ones). One DM liked the MT and thought it was balanced, one thought it was broken (gee...guess which one I was, lol!).</p><p></p><p>Even playing conservatively, and trying to "tone down" the character, the pro-MT DM acknowledged that the PrC as-is is hopelessly overpowered.</p><p></p><p>What I keep seeing is that when people acid-test the MT, they admit that it is broken. Soemtimes they post their findings on here and at the WOtC boards. Then they are flamed by people who claim their tests where "unfair" and "biased", as if the accusers are innocent of either unfairness or bias!</p><p></p><p>You like the MT? You think it's balanced? Try this on for size: take an old pre-MT adventure and run it. In the party, have one "MT is broken" player play an MT. Use only core rules (no spalt-books or outside material unless it is for the campaign), and no house rules. If you find yourself altering the adventure, or fudging things, to provide a challenge for the MT then admit to yourself it is broken.</p><p></p><p>[edited for vehemence]</p></blockquote><p></p>
[QUOTE="Strutinan, post: 829354, member: 9267"] "Playtesting" is a critical appraisal of a rules set, or addendum to the existing rules, gianed through use of the item in question. Having somebody "playtest" the item who is NOT judgemental of it leads to exactly...squat. Any flaws that come up will be ignored, simply due to human nature. You NEED somebody who doesn't like the item in order to recieve a CRITICAL assessment of it! The biggest problem with the MT is that it is hard to NOT overpower the putz. In the playtests I was in after it came out, we acid-bathed the damn thing. Two DMS, four players, each DM was "player 5" in the other DM's adventures, and ran an MT. Three adventures per preset level, all made efore the MT was released (so there could be no accusations of anti/pro-MT elements). Adventures where diablo-box-style, at preset levels of 6, 8, and 15 (each progressively higher level character built off the weaker ones). One DM liked the MT and thought it was balanced, one thought it was broken (gee...guess which one I was, lol!). Even playing conservatively, and trying to "tone down" the character, the pro-MT DM acknowledged that the PrC as-is is hopelessly overpowered. What I keep seeing is that when people acid-test the MT, they admit that it is broken. Soemtimes they post their findings on here and at the WOtC boards. Then they are flamed by people who claim their tests where "unfair" and "biased", as if the accusers are innocent of either unfairness or bias! You like the MT? You think it's balanced? Try this on for size: take an old pre-MT adventure and run it. In the party, have one "MT is broken" player play an MT. Use only core rules (no spalt-books or outside material unless it is for the campaign), and no house rules. If you find yourself altering the adventure, or fudging things, to provide a challenge for the MT then admit to yourself it is broken. [edited for vehemence] [/QUOTE]
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